Hi all, thanks to some great feedback from the community I can now confirm that there is a potential bug that prevents you from gripping the clipboard with Vive controllers. I'm also pleased to say it's not my game causing the bug, its a SteamVR issue!
There are two possible fixes for this issue...
Option 1 - Delete SteamVR drivers
1. Unplug your vive hub.
2. Open steam VR and select "Settings"
3. Then select "Developer" and scroll down to "Remove all SteamVR USB Devices"
4. Once it's finished, restart your computer.
5. Plug your Vive hub back in and it should reinstall the drivers, and hopefully fix the problem!
Option 2 - Change to/from SteamVR Beta
Some people have reported that the driver bug can be fixed by changing to or from the Beta version of SteamVR
Hi all, thanks to some great feedback from the community I can now confirm that there is a potential bug that prevents you from gripping the clipboard with Vive controllers. I'm also pleased to say it's not my game causing the bug, its a SteamVR issue!
There are two possible fixes for this issue...
Option 1 - Delete SteamVR drivers
1. Unplug your vive hub.
2. Open steam VR and select "Settings"
3. Then select "Developer" and scroll down to "Remove all SteamVR USB Devices"
4. Once it's finished, restart your computer.
5. Plug your Vive hub back in and it should reinstall the drivers, and hopefully fix the problem!
Option 2 - Change to/from SteamVR Beta
Some people have reported that the driver bug can be fixed by changing to or from the Beta version of SteamVR
Hi guys, for those having trouble with the Vive grabbing, Monitor dials and menus. Alpha 0.6.1 is now available via the beta opt in.
To try this version right click on the game in your game list, select "properties", then "Betas" and select 0.6.1 from the drop down.
I would be hugely grateful if people could feed back on whether this patch helps with any of the issues as I have been completely unable to replicate these bugs on any of my computers... they just all work fine!
PLEASE NOTE - There will be another hotfix incoming at the end of the week to fix other, less game breaking bugs once I pin these issues down!
Hi guys, for those having trouble with the Vive grabbing, Monitor dials and menus. Alpha 0.6.1 is now available via the beta opt in.
To try this version right click on the game in your game list, select "properties", then "Betas" and select 0.6.1 from the drop down.
I would be hugely grateful if people could feed back on whether this patch helps with any of the issues as I have been completely unable to replicate these bugs on any of my computers... they just all work fine!
PLEASE NOTE - There will be another hotfix incoming at the end of the week to fix other, less game breaking bugs once I pin these issues down!
I've just uploaded the new build of the game. This patch brings a lot of new stuff, which means there may also be a lot of new bugs! Please do let me know of any issues you have as I will almost certainly need to hotfix at least something!
I'm particularly keen to hear of any performance issues in VR as a few things have changed in the background code.
This patch brings you re-entry and splashdown, new time control features, pausing, checklists.... and much, much more!
NOTE - Only Friendship 7 is effected, Freedom is still on hold until I convert it to use all the new features I'm developing for Friendship. Hopefully in the next major patch.
So... here's the full list!
CHANGELOG
New Parachute Model New Drogue Model New Landing Bag Model New Nosecone Model New retropack model New retropack harness model and physics Updated Capsule Model New re-entry fire effects New sound effects New water graphics New water physics New panel clock model Added calculation for time to retro fire Added full automatic retro sequence program Added full manual retro firing and jettison (dont knock those buttons by mistake!) Replaced old "fake" clock counters with working 3D rollers Added "5 min to retro" light Added 30 second retro warning light functions Re-textured Atlas rocket to be more authentic (less shiny, more colour variation) Added dynamic radio (some recordings now play as direct response to whats actually happening - still more to come in future patches). Added function to scope signal light. Altimeter now functions on ascent and descent. Added correct red/green colour coding to all dials (now much easier to spot a problem... keep an eye on cabin temp on night side!).
Added new menu tabs to cockpit clipboard Added pause function to cockpit menu Added End Mission function to cockpit menu Added Quit to desktop funtion to cockpit menu VR torch and checklist will now reset position if lost Added Info page listing some historical facts about Friendship 7
Added Time Advance system - You can now speed up and slow down time at certain points using the following controls; Keyboard < and > keys Oculus Touch/360 Left Control Stick - left and right Vive - Left touch pad - click left or right side of pad.
Adjusted shadow rendering Fixed bug preventing moon from displaying Corrected false pressure warnings Corrected spelling on "Descent" dial More efficient clean up of assets (should fix some memory leaks). Adjusted cockpit time to Florida time instead of Global. Adjusted moon size and brightness
I've just uploaded the new build of the game. This patch brings a lot of new stuff, which means there may also be a lot of new bugs! Please do let me know of any issues you have as I will almost certainly need to hotfix at least something!
I'm particularly keen to hear of any performance issues in VR as a few things have changed in the background code.
This patch brings you re-entry and splashdown, new time control features, pausing, checklists.... and much, much more!
NOTE - Only Friendship 7 is effected, Freedom is still on hold until I convert it to use all the new features I'm developing for Friendship. Hopefully in the next major patch.
So... here's the full list!
CHANGELOG
New Parachute Model New Drogue Model New Landing Bag Model New Nosecone Model New retropack model New retropack harness model and physics Updated Capsule Model New re-entry fire effects New sound effects New water graphics New water physics New panel clock model Added calculation for time to retro fire Added full automatic retro sequence program Added full manual retro firing and jettison (dont knock those buttons by mistake!) Replaced old "fake" clock counters with working 3D rollers Added "5 min to retro" light Added 30 second retro warning light functions Re-textured Atlas rocket to be more authentic (less shiny, more colour variation) Added dynamic radio (some recordings now play as direct response to whats actually happening - still more to come in future patches). Added function to scope signal light. Altimeter now functions on ascent and descent. Added correct red/green colour coding to all dials (now much easier to spot a problem... keep an eye on cabin temp on night side!).
Added new menu tabs to cockpit clipboard Added pause function to cockpit menu Added End Mission function to cockpit menu Added Quit to desktop funtion to cockpit menu VR torch and checklist will now reset position if lost Added Info page listing some historical facts about Friendship 7
Added Time Advance system - You can now speed up and slow down time at certain points using the following controls; Keyboard < and > keys Oculus Touch/360 Left Control Stick - left and right Vive - Left touch pad - click left or right side of pad.
Adjusted shadow rendering Fixed bug preventing moon from displaying Corrected false pressure warnings Corrected spelling on "Descent" dial More efficient clean up of assets (should fix some memory leaks). Adjusted cockpit time to Florida time instead of Global. Adjusted moon size and brightness
Hi all, still working hard on the next patch. It's taken a little longer than expected as I decided to add more content! Once I had built the new retro, re-entry and splashdown sequences it made sense to also add in some other features such as in-flight checklists, a more functional countdown clock and various other minor tweaks to support splashdown including pausing, speeding up time and flying single orbit missions.
I'm now in the final stage (again) of flitering out the bugs and checking it all works on the different VR headsets as well as monitor.
Many, many thanks to all those who continue to support development!
Hi all, still working hard on the next patch. It's taken a little longer than expected as I decided to add more content! Once I had built the new retro, re-entry and splashdown sequences it made sense to also add in some other features such as in-flight checklists, a more functional countdown clock and various other minor tweaks to support splashdown including pausing, speeding up time and flying single orbit missions.
I'm now in the final stage (again) of flitering out the bugs and checking it all works on the different VR headsets as well as monitor.
Many, many thanks to all those who continue to support development!
Just checking in again to keep you up to date on the progress of the next build. I am now in the latter stages of tweaking the features and crushing the bugs and also working though each version to make sure it works - each build needs to be bug free on monitor, HTC Vive, Oculus (with joypad) and Oculus with touch controllers!
Here are some screen shots of the final feture that needed to be added to the landing sequence, the landing bag! Due to the relatively small parachute this inflatable sack was necessary to cushion the impact on the water. If anyone is familiar with the real flight of Friendship 7 (John Glenn) this bag is what they were worried about, thinking it had deployed in space making the heat shield useless!... fortunately it turned out to be a faulty warning light :)
Just checking in again to keep you up to date on the progress of the next build. I am now in the latter stages of tweaking the features and crushing the bugs and also working though each version to make sure it works - each build needs to be bug free on monitor, HTC Vive, Oculus (with joypad) and Oculus with touch controllers!
Here are some screen shots of the final feture that needed to be added to the landing sequence, the landing bag! Due to the relatively small parachute this inflatable sack was necessary to cushion the impact on the water. If anyone is familiar with the real flight of Friendship 7 (John Glenn) this bag is what they were worried about, thinking it had deployed in space making the heat shield useless!... fortunately it turned out to be a faulty warning light :)